fix(camera): prove the boom shortens, and record how to repeat it
With the spring arm activated the collision now works: a 2 m wall spawned 4 m behind the
pawn shortens the boom from 340 cm to 288 cm - 12 cm clear of the wall, matching the probe
size. -cameratest logs it, writes a placement screenshot, and the measurement is recorded
as a release check for 0.2.3.
Two traps documented because each one made a working mechanism look broken:
- a spawned static-mesh actor has no collision unless it is created deferred and given
its mesh and collision before FinishSpawning (three runs reported blocks trace=0)
- TargetArmLength is not rewritten when the boom shortens, so reading the property
reports the requested length; the camera's distance from the head is the measurement
Writes the 0.2.3 changelog entry and prunes the section from TODO.md.
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@@ -16,7 +16,7 @@
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#include "TimerManager.h"
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#include "Containers/Ticker.h"
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#include "Camera/PlayerCameraManager.h"
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#include "Engine/BlockingVolume.h"
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#include "Engine/StaticMeshActor.h"
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#include "UnrealClient.h"
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#include "HAL/IConsoleManager.h"
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#include "Kismet/GameplayStatics.h"
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@@ -385,16 +385,28 @@ void AGigLineCharacter::UpdateCameraCollisionTest(float DeltaSeconds)
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// A 6 m cube, 1.6 m behind the pawn: close enough that a 340 cm boom must hit
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// it, far enough that the capsule is clear of it.
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const FVector Behind = -GetActorForwardVector();
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const FVector Where = GetActorLocation() + Behind * 160.f - FVector(0.f, 0.f, 90.f);
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const FVector Where = GetActorLocation() + Behind * 400.f - FVector(0.f, 0.f, 90.f);
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FActorSpawnParameters Params;
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Params.ObjectFlags |= RF_Transient;
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// A blocking volume, not a static mesh actor: the mesh version spawned but did
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// not block a trace (verified: blocks trace=0), so the wall was never there.
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CameraTestWall = World->SpawnActor<ABlockingVolume>(
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ABlockingVolume::StaticClass(), Where, FRotator::ZeroRotator, Params);
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// Static mesh cube, 2 m thick, 4 m behind. The earlier failures had the pawn
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// INSIDE a 6 m cube centred 1.6 m back, so every trace started inside geometry
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// and reported no hit - the wall existed, the measurement was inside it.
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// Deferred spawn: the mesh and collision must be set BEFORE the actor is
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// registered, otherwise the physics state is built for an empty component and
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// the wall exists visually while blocking nothing (every earlier run reported
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// "blocks trace=0" for exactly that reason).
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CameraTestWall = World->SpawnActorDeferred<AStaticMeshActor>(
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AStaticMeshActor::StaticClass(), FTransform(Where), this, nullptr,
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ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
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if (CameraTestWall)
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{
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CameraTestWall->SetActorScale3D(FVector(6.f, 6.f, 6.f));
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UStaticMeshComponent* Comp = CameraTestWall->GetStaticMeshComponent();
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Comp->SetMobility(EComponentMobility::Movable);
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Comp->SetStaticMesh(LoadObject<UStaticMesh>(
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nullptr, TEXT("/Engine/BasicShapes/Cube.Cube")));
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Comp->SetCollisionProfileName(TEXT("BlockAll"));
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CameraTestWall->SetActorScale3D(FVector(6.f, 2.f, 6.f));
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CameraTestWall->FinishSpawning(FTransform(Where));
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}
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UE_LOG(LogTemp, Warning, TEXT("GigLine CAMTEST wall spawned behind pawn at (%.0f,%.0f,%.0f)"),
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Where.X, Where.Y, Where.Z);
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@@ -412,21 +424,23 @@ void AGigLineCharacter::UpdateCameraCollisionTest(float DeltaSeconds)
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const FVector Head = GetActorLocation() + FVector(0.f, 0.f, 60.f);
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const float Dist = FVector::Dist(Head, CameraLoc);
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// Direct test of the mechanism: if a wall is right behind the pawn, the arm must
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// be shorter than its resting length. Nothing else can move it.
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const bool bShortened = (Rest - Arm) > 40.f;
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// The spring arm shortens internally and applies the result to the camera; it does
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// NOT rewrite TargetArmLength, so the arm length is always the requested one. The
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// measurement that matters is the camera's distance from the head.
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const bool bShortened = (Rest - Dist) > 40.f;
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// Prove the spawned wall has collision at all before blaming the arm.
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FHitResult WallHit;
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FCollisionQueryParams QW(TEXT("GigLineCameraWall"), false, this);
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const bool bWallBlocks = World->LineTraceSingleByChannel(
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WallHit, GetActorLocation(), GetActorLocation() - GetActorForwardVector() * 300.f,
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WallHit, GetActorLocation(), GetActorLocation() - GetActorForwardVector() * 600.f,
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ECC_Visibility, QW);
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UE_LOG(LogTemp, Warning, TEXT("GigLine CAMTEST spawned wall blocks trace=%d dist=%.0f"),
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bWallBlocks ? 1 : 0, bWallBlocks ? WallHit.Distance : -1.f);
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UE_LOG(LogTemp, Warning,
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TEXT("GigLine CAMTEST wall behind pawn: arm %.0f of %.0f cm, cam %.0f cm from head -> %s"),
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Arm, Rest, Dist, bShortened ? TEXT("PASS (collision works)") : TEXT("FAIL (no shortening)"));
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TEXT("GigLine CAMTEST wall behind pawn: boom %.0f cm (requested %.0f, shortened %.0f) -> %s"),
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Dist, Rest, Rest - Dist,
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bShortened ? TEXT("PASS (boom shortened)") : TEXT("FAIL (no shortening)"));
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FScreenshotRequest::RequestScreenshot(TEXT("review-demo-camera-collision"), true, false);
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if (CameraTestWall)
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@@ -208,7 +208,7 @@ protected:
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void UpdateCameraCollisionTest(float DeltaSeconds);
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UPROPERTY()
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TObjectPtr<class ABlockingVolume> CameraTestWall;
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TObjectPtr<class AStaticMeshActor> CameraTestWall;
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FVector LastWallNormal = FVector::ZeroVector;
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bool bCameraTest = false;
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